Higher Education For All From Challenges To Novel Technology Enhanced Solutions
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Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions by Alexandra I. Cristea,Ig Ibert Bittencourt,Fernanda Lima Pdf
This book constitutes the thoroughly refereed proceedings of the Researcher Links Workshop: Higher Education for All, held in Maceió, Brazil, in March 2017. The 12 full papers presented were carefully reviewed and selected from 31 submissions. The papers deal with a large spectrum of topics, including higher education, technology-enhanced solutions, user modelling, user grouping, gamification, educational games, MOOCs, e-learning, open educational resources, collaborative learning, student modelling, serious games, language analysis.
The World of Games: Technologies for Experimenting, Thinking, Learning by Daria Bylieva,Alfred Nordmann Pdf
This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play.
Handbook of Research on the Influence and Effectiveness of Gamification in Education by Bernardes, Oscar,Amorim, Vanessa,Moreira, Antonio Carrizo Pdf
Gamification is an increasingly popular technology that has been utilized across a number of fields such as business, medicine, and education. As education continues to turn toward online teaching and learning, gamification is one of many new technologies that have been proven to assist educators in providing holistic and effective instruction. Additional research is required to ensure this technology is utilized appropriately within the classroom. The Handbook of Research on the Influence and Effectiveness of Gamification in Education considers the importance of gamification in the current learning environment and discusses the best practices, opportunities, and challenges of this innovative technology within an educational setting. Covering a wide range of critical topics such as engagement, serious games, and escape rooms, this major reference work is essential for policymakers, academicians, administrators, scholars, researchers, practitioners, instructors, and students.
Proceedings of the 17th European Conference on Game-Based Learning by Ton Spil,Guido Bruinsma ,Luuk Collou Pdf
These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.
This book is a comprehensive collection of chapters focusing on the core areas of computing and their further applications in the real world. Each chapter is a paper presented at the Computing Conference 2021 held on 15-16 July 2021. Computing 2021 attracted a total of 638 submissions which underwent a double-blind peer review process. Of those 638 submissions, 235 submissions have been selected to be included in this book. The goal of this conference is to give a platform to researchers with fundamental contributions and to be a premier venue for academic and industry practitioners to share new ideas and development experiences. We hope that readers find this volume interesting and valuable as it provides the state-of-the-art intelligent methods and techniques for solving real-world problems. We also expect that the conference and its publications is a trigger for further related research and technology improvements in this important subject.
Pedagogy: Using Television Shows, Games, and Other Media in the Classroom by Laura Dumin Pdf
This book takes a dive into moving beyond the essay as the only method for teaching and learning content. Authors range from instructors in K-12 to instructors in higher education and look at concepts as varied as using VR technologies to provide immersive experiences to students to use an app to help supplement teaching. Instructors in a variety of fields, both in and out of the writing classroom, may find project and assignment ideas to argue in their own classrooms. Instructors looking to provide a transformative learning experience in a new way will find lots of options here.
The similarities between traditional games in different regions of the world, from past to present, arouse both awe and curiosity. The playful - yet educational - discovery of these practices offers the opportunity to observe the experience of play as a space for similarities between cultures. When research on play conducted with children is enriched by the recollections of play from parents and grandparents, especially in the context of a multicultural classroom, a choral narrative emerges, laying down the basis for intercultural education. Children discover the 'shared space of play', where they can meet and relish, together with teachers, the richness of cultural diversity, and also learn more about prejudice and Othering processes.
Virtual and Augmented Reality, Simulation and Serious Games for Education by Yiyu Cai,Wouter van Joolingen,Koen Veermans Pdf
This book introduces state-of-the-art research on virtual reality, simulation and serious games for education and its chapters presented the best papers from the 4th Asia-Europe Symposium on Simulation and Serious Games (4th AESSSG) held in Turku, Finland, December 2018. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of virtual reality, simulations and serious games in school practices. The different approaches highlight challenges and potential solutions and provide future directions for virtual reality, simulation and serious games research, for the design of learning material and for implementation in classrooms. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace virtual reality, simulation and/or serious games in their education.
Understanding Video Games by Simon Egenfeldt-Nielsen,Jonas Heide Smith,Susana Pajares Tosca Pdf
From Pong to virtual reality, Understanding Video Games, 4th Edition, takes video game studies into the next decade of the twenty-first century, highlighting changes in the area, including mobile, social, and casual gaming. In this new edition of the pioneering text, students learn to assess the major theories used to analyze games, such as ludology and narratology, and gain familiarity with the commercial and organizational aspects of the game industry. Drawing from historical and contemporary examples, the student-friendly text also explores the aesthetics of games, evaluates the cultural position of video games, and considers the potential effects of both violent and "serious" games. Extensively illustrated and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline, this new edition is an indispensable resource for students, scholars, and teachers interested in examining the ways video games continue to reshape entertainment and society.
Digitalization of Higher Education Using Cloud Computing by S. L. Gupta Pdf
"Digitalization of Higher Education sector using Cloud Computing: Implications, Risk, and Challenges focuses on multi-faceted strategies to be adopted by HEIs to deal with the emerging issues related to teaching-learning processes using cloud computing, technological interventions, curriculum overhaul, experiential learning, multi-disciplinary approach and continuous innovations and digitalization. Also, strategic pragmatism is expected to resolve issues pertaining Information Classification: General to skill-gaps and skill upgradation which have become imperative due to technological transformations. In the current evolving phase of Education Technology (EdTech) both the faculty and the students need be adept in adjusting to the ever-changing requirements of the teaching learning process. It is apparent that skills such as critical thinking, innovative and novel perspectives, emotional intelligence, transformational leadership, systems thinking and design thinking will soon become crucial for survival in HEIs. In order to prepare and train leaders for future workplaces, HEIs must align their teaching in alignment with cloud computing, pedagogy and curriculum accordingly. Skill advancement of educators must go on parallelly to the skill evolutions and requirements of new-age workplaces. Discusses digitalization of education Discusses transforming higher education Talks about usage of digital technologies to enhance education Connects academia across the globe Provides Tools for online classes, virtual classrooms and virtual laboratories This book is primarily aimed at policy makers of higher education, teachers, students and regulators of universities"--
Challenges in Higher Education Leadership by James Soto Antony,Ana Mari Cauce,Donna E. Shalala Pdf
In this important resource, experienced higher education presidents and senior leaders come together with respected scholars to tackle the most important and timely issues facing leaders in colleges and universities today. Challenges in Higher Education Leadership advances critical leadership and management skills across a broad array of topics, including student learning, access and affordability, racism, fundraising, athletics, and new technology. Chapters strike a balance between theory and practical advice while promoting the notion that all leaders can learn lessons from one another that can be useful in their own specific contexts. This book poses strategic questions readers should answer, along with advice about how to effectively address today's challenges, providing leaders with the skills and perspectives necessary to respond to higher education students’ needs.
Engineering Data-Driven Adaptive Trust-based e-Assessment Systems by David Baneres,M. Elena Rodríguez,Ana Elena Guerrero-Roldán Pdf
This book shares original innovations, research, and lessons learned regarding teaching and technological perspectives on trust-based learning systems. Both perspectives are crucial to enhancing the e-Assessment process. In the course of the book, diverse areas of the computer sciences (machine learning, biometric recognition, cloud computing, and learning analytics, amongst others) are addressed. In addition, current trends, privacy, ethical issues, technological solutions, and adaptive educational models are described to provide readers with a global view on the state of the art, the latest challenges, and potential solutions in e-Assessment. As such, the book offers a valuable reference guide for industry, educational institutions, researchers, developers, and practitioners seeking to promote e-Assessment processes.
Playful Pedagogy in the Pandemic by Emily K. Johnson,Anastasia Salter Pdf
Educational technology adoption is more widespread than ever in the wake of COVID-19, as corporations have commodified student engagement in makeshift packages marketed as gamification. This book seeks to create a space for playful learning in higher education, asserting the need for a pedagogy of care and engagement as well as collaboration with students to help us reimagine education outside of prescriptive educational technology. Virtual learning has turned the course management system into the classroom, and business platforms for streaming video have become awkward substitutions for lecture and discussion. Gaming, once heralded as a potential tool for rethinking our relationship with educational technology, is now inextricably linked in our collective understanding to challenges of misogyny, white supremacy, and the circulation of misinformation. The initial promise of games-based learning seems to linger only as gamification, a form of structuring that creates mechanisms and incentives but limits opportunity for play. As higher education teeters on the brink of unprecedented crisis, this book proclaims the urgent need to find a space for playful learning and to find new inspiration in the platforms and interventions of personal gaming, and in turn restructure the corporatized, surveilling classroom of a gamified world. Through an in-depth analysis of the challenges and opportunities presented by pandemic pedagogy, this book reveals the conditions that led to the widespread failure of adoption of games-based learning and offers a model of hope for a future driven by new tools and platforms for personal, experimental game-making as intellectual inquiry.
Learning in the Age of Digital and Green Transition by Michael E. Auer,Wolfgang Pachatz,Tiia Rüütmann Pdf
We are currently witnessing a significant transformation in the development of education on all levels and especially in post-secondary education. To face these challenges, higher education must find innovative ways to quickly respond to these new needs. These were the aims connected with the 25th International Conference on Interactive Collaborative Learning (ICL2022), which was held in Vienna, Austria, from September 27 to 30, 2022. Since its beginning in 1998, this conference is devoted to new approaches in learning with a focus on collaborative learning in higher education. This book contains papers in the fields of: • New Learning Models and Applications• Project-Based Learning• Engineering Pedagogy Education• Research in Engineering Pedagogy• Teaching Best Practices• Real World Experiences• Academia-Industry Partnerships• Trends in Master and Doctoral Research. Interested readership includes policymakers, academics, educators, researchers in pedagogy and learning theory, school teachers, the learning industry, further and continuing education lecturers, etc.